0ad/binaries/data/mods/public/maps/random/rmgen/library.js

646 lines
12 KiB
JavaScript

/////////////////////////////////////////////////////////////////////////////////////////////
// Constant definitions
/////////////////////////////////////////////////////////////////////////////////////////////
const PI = Math.PI;
const TWO_PI = 2 * Math.PI;
const TERRAIN_SEPARATOR = "|";
const SEA_LEVEL = 20.0;
const CELL_SIZE = 4;
const HEIGHT_UNITS_PER_METRE = 732;
const MIN_MAP_SIZE = 128;
const MAX_MAP_SIZE = 512;
const FALLBACK_CIV = "athen";
/////////////////////////////////////////////////////////////////////////////////////////////
// Utility functions
/////////////////////////////////////////////////////////////////////////////////////////////
function fractionToTiles(f)
{
return getMapSize() * f;
}
function tilesToFraction(t)
{
return t / getMapSize();
}
function fractionToSize(f)
{
return getMapArea() * f;
}
function sizeToFraction(s)
{
return s / getMapArea();
}
function scaleByMapSize(min, max)
{
return min + ((max-min) * (getMapSize()-MIN_MAP_SIZE) / (MAX_MAP_SIZE-MIN_MAP_SIZE));
}
function cos(x)
{
return Math.cos(x);
}
function sin(x)
{
return Math.sin(x);
}
function abs(x) {
return Math.abs(x);
}
function round(x)
{
return Math.round(x);
}
function lerp(a, b, t)
{
return a + (b-a) * t;
}
function sqrt(x)
{
return Math.sqrt(x);
}
function ceil(x)
{
return Math.ceil(x);
}
function floor(x)
{
return Math.floor(x);
}
function max(a, b)
{
return a > b ? a : b;
}
function min(a, b)
{
return a < b ? a : b;
}
function println(x)
{
print(x);
print("\n");
}
function argsToArray(x)
{
var numArgs = x.length;
if (numArgs != 1)
{
var ret = new Array(numArgs);
for (var i=0; i < numArgs; i++)
{
ret[i] = x[i];
}
return ret;
}
else
{
return x[0];
}
}
function chooseRand()
{
if (arguments.length==0)
{
throw("chooseRand: requires at least 1 argument");
}
var ar = argsToArray(arguments);
return ar[randInt(ar.length)];
}
// "Inside-out" implementation of Fisher-Yates shuffle
function shuffleArray(source)
{
if (!source.length)
return [];
var result = [source[0]];
for (var i = 1; i < source.length; i++)
{
var j = randInt(0, i);
result[i] = result[j];
result[j] = source[i];
}
return result;
}
function createAreas(centeredPlacer, painter, constraint, num, retryFactor)
{
if (retryFactor === undefined)
{
retryFactor = 10;
}
var maxFail = num * retryFactor;
var good = 0;
var bad = 0;
var result = [];
var halfSize = getMapSize()/2;
while(good < num && bad <= maxFail)
{
if (isCircularMap())
{ // Polar coordinates
var r = halfSize * Math.sqrt(randFloat()); // uniform distribution
var theta = randFloat(0, 2 * PI);
centeredPlacer.x = Math.floor(r * Math.cos(theta)) + halfSize;
centeredPlacer.z = Math.floor(r * Math.sin(theta)) + halfSize;
}
else
{ // Rectangular coordinates
centeredPlacer.x = randInt(getMapSize());
centeredPlacer.z = randInt(getMapSize());
}
var area = g_Map.createArea(centeredPlacer, painter, constraint);
if (area !== undefined)
{
good++;
result.push(area);
}
else
{
bad++;
}
}
return result;
}
function createAreasInAreas(centeredPlacer, painter, constraint, num, retryFactor, areas)
{
if (retryFactor === undefined)
{
retryFactor = 10;
}
var maxFail = num * retryFactor;
var good = 0;
var bad = 0;
var result = [];
var numAreas = areas.length;
while(good < num && bad <= maxFail && numAreas)
{
// Choose random point from area
var i = randInt(numAreas);
var size = areas[i].points.length;
var pt = areas[i].points[randInt(size)];
centeredPlacer.x = pt.x;
centeredPlacer.z = pt.z;
var area = g_Map.createArea(centeredPlacer, painter, constraint);
if (area !== undefined)
{
good++;
result.push(area);
}
else
{
bad++;
}
}
return result;
}
function createObjectGroups(placer, player, constraint, num, retryFactor)
{
if (retryFactor === undefined)
{
retryFactor = 10;
}
var maxFail = num * retryFactor;
var good = 0;
var bad = 0;
var halfSize = getMapSize()/2 - 3;
while(good < num && bad <= maxFail)
{
if (isCircularMap())
{ // Polar coordinates
var r = halfSize * Math.sqrt(randFloat()); // uniform distribution
var theta = randFloat(0, 2 * PI);
placer.x = Math.floor(r * Math.cos(theta)) + halfSize;
placer.z = Math.floor(r * Math.sin(theta)) + halfSize;
}
else
{ // Rectangular coordinates
placer.x = randInt(getMapSize());
placer.z = randInt(getMapSize());
}
var result = createObjectGroup(placer, player, constraint);
if (result !== undefined)
{
good++;
}
else
{
bad++;
}
}
return good;
}
function createObjectGroupsByAreas(placer, player, constraint, num, retryFactor, areas)
{
if (retryFactor === undefined)
{
retryFactor = 10;
}
var maxFail = num * retryFactor;
var good = 0;
var bad = 0;
var numAreas = areas.length;
while(good < num && bad <= maxFail && numAreas)
{
// Choose random point from area
var i = randInt(numAreas);
var size = areas[i].points.length;
var pt = areas[i].points[randInt(size)];
placer.x = pt.x;
placer.z = pt.z;
var result = createObjectGroup(placer, player, constraint);
if (result !== undefined)
{
good++;
}
else
{
bad++;
}
}
return good;
}
function createTerrain(terrain)
{
if (terrain instanceof Array)
{
var terrainList = [];
for (var i = 0; i < terrain.length; ++i)
{
terrainList.push(createTerrain(terrain[i]));
}
return new RandomTerrain(terrainList);
}
else
{
return createSimpleTerrain(terrain);
}
}
function createSimpleTerrain(terrain)
{
if (typeof(terrain) == "string")
{ // Split string by pipe | character, this allows specifying terrain + tree type in single string
var params = terrain.split(TERRAIN_SEPARATOR, 2);
if (params.length != 2)
{
return new SimpleTerrain(terrain);
}
else
{
return new SimpleTerrain(params[0], params[1]);
}
}
else
{
throw("createSimpleTerrain expects string as input, received "+terrain);
}
}
function placeObject(x, z, type, player, angle)
{
if (g_Map.validT(x, z, 3))
g_Map.addObject(new Entity(type, player, x, z, angle));
}
function placeTerrain(x, z, terrain)
{
// convert terrain param into terrain object
g_Map.placeTerrain(x, z, createTerrain(terrain));
}
function isCircularMap()
{
return (g_MapSettings.CircularMap ? true : false);
}
/////////////////////////////////////////////////////////////////////////////////////////////
// Access global map variable
/////////////////////////////////////////////////////////////////////////////////////////////
function createTileClass()
{
return g_Map.createTileClass();
}
function getTileClass(id)
{
// Check for valid class id
if (!g_Map.validClass(id))
{
return undefined;
}
return g_Map.tileClasses[id];
}
function createArea(placer, painter, constraint)
{
return g_Map.createArea(placer, painter, constraint);
}
function createObjectGroup(placer, player, constraint)
{
return g_Map.createObjectGroup(placer, player, constraint);
}
function getMapSize()
{
return g_Map.size;
}
function getMapArea()
{
return g_Map.size*g_Map.size;
}
function getNumPlayers()
{
return g_MapSettings.PlayerData.length;
}
function getCivCode(player)
{
if (g_MapSettings.PlayerData[player].Civ)
return g_MapSettings.PlayerData[player].Civ;
warn("undefined civ specified for player " + (player + 1) + ", falling back to '" + FALLBACK_CIV + "'");
return FALLBACK_CIV;
}
function areAllies(player1, player2)
{
if ((g_MapSettings.PlayerData[player1].Team === undefined) || (g_MapSettings.PlayerData[player2].Team === undefined) || (g_MapSettings.PlayerData[player2].Team == -1) || (g_MapSettings.PlayerData[player1].Team == -1))
{
return false;
}
else
{
return (g_MapSettings.PlayerData[player1].Team === g_MapSettings.PlayerData[player2].Team);
}
}
function getPlayerTeam(player)
{
if (g_MapSettings.PlayerData[player].Team === undefined)
{
return -1;
}
else
{
return g_MapSettings.PlayerData[player].Team;
}
}
function sortPlayers(source)
{
if (!source.length)
return [];
var result = new Array(0);
var team = new Array(5);
for (var q = 0; q < 5; q++)
{
team[q] = new Array(1);
}
for (var i = -1; i < 4; i++)
{
for (var j = 0; j < source.length; j++)
{
if (getPlayerTeam(j) == i)
{
team[i+1].unshift(j+1);
}
}
team[i+1].pop();
result=result.concat(shuffleArray(team[i+1]))
}
return result;
}
function primeSortPlayers(source)
{
if (!source.length)
return [];
var prime = new Array(source.length);
for (var i = 0; i < round(source.length/2); i++)
{
prime[2*i]=source[i];
prime[2*i+1]=source[source.length-1-i];
}
return prime;
}
function getStartingEntities(player)
{
var civ = getCivCode(player);
if (!g_CivData[civ] || !g_CivData[civ].StartEntities || !g_CivData[civ].StartEntities.length)
{
warn("Invalid or unimplemented civ '"+civ+"' specified, falling back to '" + FALLBACK_CIV + "'");
civ = FALLBACK_CIV;
}
return g_CivData[civ].StartEntities;
}
function getHeight(x, z)
{
return g_Map.getHeight(x, z);
}
function setHeight(x, z, height)
{
g_Map.setHeight(x, z, height);
}
/////////////////////////////////////////////////////////////////////////////////////////////
// Utility functions for classes
/////////////////////////////////////////////////////////////////////////////////////////////
// Add point to given class by id
function addToClass(x, z, id)
{
var tileClass = getTileClass(id);
if (tileClass !== null)
{
tileClass.add(x, z);
}
}
// Remove point from the given class by id
function removeFromClass(x, z, id)
{
var tileClass = getTileClass(id);
if (tileClass !== null)
{
tileClass.remove(x, z);
}
}
// Create a painter for the given class
function paintClass(id)
{
return new TileClassPainter(getTileClass(id));
}
// Create a painter for the given class
function unPaintClass(id)
{
return new TileClassUnPainter(getTileClass(id));
}
// Create an avoid constraint for the given classes by the given distances
function avoidClasses(/*class1, dist1, class2, dist2, etc*/)
{
var ar = new Array(arguments.length/2);
for (var i = 0; i < arguments.length/2; i++)
{
ar[i] = new AvoidTileClassConstraint(arguments[2*i], arguments[2*i+1]);
}
// Return single constraint
if (ar.length == 1)
{
return ar[0];
}
else
{
return new AndConstraint(ar);
}
}
// Create a stay constraint for the given classes by the given distances
function stayClasses(/*class1, dist1, class2, dist2, etc*/)
{
var ar = new Array(arguments.length/2);
for (var i = 0; i < arguments.length/2; i++)
{
ar[i] = new StayInTileClassConstraint(arguments[2*i], arguments[2*i+1]);
}
// Return single constraint
if (ar.length == 1)
{
return ar[0];
}
else
{
return new AndConstraint(ar);
}
}
// Create a border constraint for the given classes by the given distances
function borderClasses(/*class1, idist1, odist1, class2, idist2, odist2, etc*/)
{
var ar = new Array(arguments.length/3);
for (var i = 0; i < arguments.length/3; i++)
{
ar[i] = new BorderTileClassConstraint(arguments[3*i], arguments[3*i+1], arguments[3*i+2]);
}
// Return single constraint
if (ar.length == 1)
{
return ar[0];
}
else
{
return new AndConstraint(ar);
}
}
// Checks if the given tile is in class "id"
function checkIfInClass(x, z, id)
{
var tileClass = getTileClass(id);
if (tileClass !== null)
{
if (tileClass.countMembersInRadius(x, z, 1) !== null)
{
return tileClass.countMembersInRadius(x, z, 1);
}
else
{
return 0;
}
}
else
{
return 0;
}
}
// Returns the distance between 2 points
function getDistance(x1, z1, x2, z2)
{
return Math.pow(Math.pow(x1 - x2, 2) + Math.pow(z1 - z2, 2), 1/2);
}
// Returns the angle of the vector between point 1 and point 2. The angle is anticlockwise from the positive x axis.
function getAngle(x1, z1, x2, z2)
{
return Math.atan2(z2 - z1, x2 - x1);
}
// Returns the gradient of the line between point 1 and 2 in the form dz/dx
function getGradient(x1, z1, x2, z2)
{
if (x1 == x2 && z1 == z2)
{
return 0;
}
else
{
return (z1-z2)/(x1-x2);
}
}
function getTerrainTexture(x, y)
{
return g_Map.getTexture(x, y);
}